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authorJustin Clark-Casey (justincc)2012-09-15 01:08:15 +0100
committerJustin Clark-Casey (justincc)2012-09-15 01:08:15 +0100
commitd5c8c6bc12d434bb6a4bbc6f326a4ae784c12861 (patch)
treef14b5c393907f1adc342f3764cbf8d02c29813f6 /OpenSim/Region/CoreModules/Asset
parentAdded unit tests for multi-region OARs (diff)
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For FlotsamAssetCache, always update access times of cached scene assets before looking for files to expire.
This is to resolve a problem where an asset marked as local but not temporary but still used in the scene would be removed. The timed expiry scan no longer tries to refetch assets from the scene that are not currently in the cache - this is not helpful since it just drags a lot of data into the cache that may never be referenced. This removes the DeepScanBeforePurge option since setting this to false will introduce the above problem. This previously had a default of true.
Diffstat (limited to 'OpenSim/Region/CoreModules/Asset')
-rw-r--r--OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs37
1 files changed, 17 insertions, 20 deletions
diff --git a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
index 5d8a278..8aa173a 100644
--- a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
+++ b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
@@ -107,8 +107,6 @@ namespace OpenSim.Region.CoreModules.Asset
107 private IAssetService m_AssetService; 107 private IAssetService m_AssetService;
108 private List<Scene> m_Scenes = new List<Scene>(); 108 private List<Scene> m_Scenes = new List<Scene>();
109 109
110 private bool m_DeepScanBeforePurge;
111
112 public FlotsamAssetCache() 110 public FlotsamAssetCache()
113 { 111 {
114 m_InvalidChars.AddRange(Path.GetInvalidPathChars()); 112 m_InvalidChars.AddRange(Path.GetInvalidPathChars());
@@ -170,8 +168,6 @@ namespace OpenSim.Region.CoreModules.Asset
170 m_CacheDirectoryTierLen = assetConfig.GetInt("CacheDirectoryTierLength", m_CacheDirectoryTierLen); 168 m_CacheDirectoryTierLen = assetConfig.GetInt("CacheDirectoryTierLength", m_CacheDirectoryTierLen);
171 169
172 m_CacheWarnAt = assetConfig.GetInt("CacheWarnAt", m_CacheWarnAt); 170 m_CacheWarnAt = assetConfig.GetInt("CacheWarnAt", m_CacheWarnAt);
173
174 m_DeepScanBeforePurge = assetConfig.GetBoolean("DeepScanBeforePurge", m_DeepScanBeforePurge);
175 } 171 }
176 172
177 m_log.InfoFormat("[FLOTSAM ASSET CACHE]: Cache Directory {0}", m_CacheDirectory); 173 m_log.InfoFormat("[FLOTSAM ASSET CACHE]: Cache Directory {0}", m_CacheDirectory);
@@ -506,13 +502,10 @@ namespace OpenSim.Region.CoreModules.Asset
506 // Purge all files last accessed prior to this point 502 // Purge all files last accessed prior to this point
507 DateTime purgeLine = DateTime.Now - m_FileExpiration; 503 DateTime purgeLine = DateTime.Now - m_FileExpiration;
508 504
509 // An optional deep scan at this point will ensure assets present in scenes, 505 // An asset cache may contain local non-temporary assets that are not in the asset service. Therefore,
510 // or referenced by objects in the scene, but not recently accessed 506 // before cleaning up expired files we must scan the objects in the scene to make sure that we retain
511 // are not purged. 507 // such local assets if they have not been recently accessed.
512 if (m_DeepScanBeforePurge) 508 TouchAllSceneAssets(false);
513 {
514 CacheScenes();
515 }
516 509
517 foreach (string dir in Directory.GetDirectories(m_CacheDirectory)) 510 foreach (string dir in Directory.GetDirectories(m_CacheDirectory))
518 { 511 {
@@ -705,11 +698,14 @@ namespace OpenSim.Region.CoreModules.Asset
705 698
706 /// <summary> 699 /// <summary>
707 /// Iterates through all Scenes, doing a deep scan through assets 700 /// Iterates through all Scenes, doing a deep scan through assets
708 /// to cache all assets present in the scene or referenced by assets 701 /// to update the access time of all assets present in the scene or referenced by assets
709 /// in the scene 702 /// in the scene.
710 /// </summary> 703 /// </summary>
711 /// <returns></returns> 704 /// <param name="storeUncached">
712 private int CacheScenes() 705 /// If true, then assets scanned which are not found in cache are added to the cache.
706 /// </param>
707 /// <returns>Number of distinct asset references found in the scene.</returns>
708 private int TouchAllSceneAssets(bool storeUncached)
713 { 709 {
714 UuidGatherer gatherer = new UuidGatherer(m_AssetService); 710 UuidGatherer gatherer = new UuidGatherer(m_AssetService);
715 711
@@ -732,7 +728,7 @@ namespace OpenSim.Region.CoreModules.Asset
732 { 728 {
733 File.SetLastAccessTime(filename, DateTime.Now); 729 File.SetLastAccessTime(filename, DateTime.Now);
734 } 730 }
735 else 731 else if (storeUncached)
736 { 732 {
737 m_AssetService.Get(assetID.ToString()); 733 m_AssetService.Get(assetID.ToString());
738 } 734 }
@@ -860,13 +856,14 @@ namespace OpenSim.Region.CoreModules.Asset
860 856
861 break; 857 break;
862 858
863
864 case "assets": 859 case "assets":
865 m_log.Info("[FLOTSAM ASSET CACHE]: Caching all assets, in all scenes."); 860 m_log.Info("[FLOTSAM ASSET CACHE]: Ensuring assets are cached for all scenes.");
866 861
867 Util.FireAndForget(delegate { 862 Util.FireAndForget(delegate {
868 int assetsCached = CacheScenes(); 863 int assetReferenceTotal = TouchAllSceneAssets(true);
869 m_log.InfoFormat("[FLOTSAM ASSET CACHE]: Completed Scene Caching, {0} assets found.", assetsCached); 864 m_log.InfoFormat(
865 "[FLOTSAM ASSET CACHE]: Completed check with {0} assets.",
866 assetReferenceTotal);
870 }); 867 });
871 868
872 break; 869 break;